Phys magnet: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		 
 Warning:If a prop model is not specified for this entity, the map will crash with a
Warning:If a prop model is not specified for this entity, the map will crash with a 
 Bug:Removing this entity without removing crane can cause crashes.  [todo tested in ?]
Bug:Removing this entity without removing crane can cause crashes.  [todo tested in ?]
 Risk of Confusion:This is not a typical
Risk of Confusion:This is not a typical 
 Note:Another entity can be used by changing the entity's
Note:Another entity can be used by changing the entity's 
		
	
| m (Added a link.) | m (Classifying as model entity) | ||
| (29 intermediate revisions by 16 users not shown) | |||
| Line 1: | Line 1: | ||
| {{ | [[File:phys_magnet.png|left|link=]] | ||
| {{CD|CPhysMagnet|file1=physobj.cpp}} | |||
| {{this is a|model entity|name=phys_magnet}} It acts like a magnet, attaching metallic physics objects to itself when they touch it. | |||
| {{warning|If a prop model is not specified for this entity, the map will crash with a <code>memory could not be 'read'</code> error.}} | |||
| {{bug|Removing this entity without removing crane can cause crashes.}} | |||
| {{ModernConfusion|This is not a typical <code>phys_</code> entity, it uses a model}} | |||
| {{clr}} | |||
| == | == Keyvalues == | ||
| {{KV Targetname}} | |||
| {{KV|Force Limit to Break (lbs)|intn=forcelimit|float|The amount of force necessary to break a stuck object off the magnet. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the magnet.}} | |||
| {{KV|Torque Limit to Break (lbs*inches)|intn=torquelimit|float|The amount of torque necessary to break a stuck object off the magnet. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.}} | |||
| {{KV|Mass Scale|intn=massScale|float|A scale multiplier for the object's mass.}} | |||
| {{KV|Override parameters|intn=overridescript|string|A list of physics key/value pairs that are usually in a physics prop [[QC|.qc file]]. Format is 'key,value,key,value,etc'.}} | |||
| {{KV|Maximum Attached Objects|intn=maxobjects|integer|The maximum number of physics objects that can be stuck to the magnet at once. 0 {{=}} no limit.}} | |||
| == | == Flags == | ||
| * | * 1 : Start Asleep | ||
| * | * 2 : Motion Disabled | ||
| *{{ | * 4 : Suck On Touch | ||
| * 8 : Allow Attached Rotation | |||
| * 16 : Coast jeep pickup hack - Used on {{hl2}}{{ent|d2_coast_01}} to prevent objects from interfering with the crane as it picks up the buggy. It is hardcoded for use with {{ent|prop_vehicle_jeep}} only. | |||
| {{note|Another entity ''can'' be used by changing the entity's <code>classname</code> to {{ent|prop_vehicle_jeep}} using [[AddOutput]]. However, if the game is saved/reloaded or the round restarts in multiplayer, the entity will no longer function and will cause crashes.}} | |||
| == | == Inputs == | ||
| {{I|TurnOn|Turn the magnet on.}} | |||
| {{I|TurnOff|Turn the magnet off. This will detach anything current stuck to the magnet.}} | |||
| {{I|Toggle|Toggle the magnet on or off.}} | |||
| == | == Outputs == | ||
| {{O|OnAttach|Fired when an entity is grabbed by the magnet.}} | |||
| {{O|OnDetach|Fired when an entity is released by the magnet.}} | |||
| == | == See also == | ||
| *{{ | * {{ent|prop_vehicle_crane}} | ||
| [[Category:Forces]] | |||
| [[Category:  | |||
Latest revision as of 04:33, 19 May 2025

| CPhysMagnet | 
phys_magnet  is a   model entity  available in all ![]() Source games. It acts like a magnet, attaching metallic physics objects to itself when they touch it.
 Source games. It acts like a magnet, attaching metallic physics objects to itself when they touch it.
memory could not be 'read' error.phys_ entity, it uses a modelKeyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Force Limit to Break (lbs) (forcelimit) <float>
- The amount of force necessary to break a stuck object off the magnet. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the magnet.
- Torque Limit to Break (lbs*inches) (torquelimit) <float>
- The amount of torque necessary to break a stuck object off the magnet. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.
- Mass Scale (massScale) <float>
- A scale multiplier for the object's mass.
- Override parameters (overridescript) <string>
- A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'.
- Maximum Attached Objects (maxobjects) <integer>
- The maximum number of physics objects that can be stuck to the magnet at once. 0 = no limit.
Flags
- 1 : Start Asleep
- 2 : Motion Disabled
- 4 : Suck On Touch
- 8 : Allow Attached Rotation
- 16 : Coast jeep pickup hack - Used on  d2_coast_01 to prevent objects from interfering with the crane as it picks up the buggy. It is hardcoded for use with prop_vehicle_jeep only. d2_coast_01 to prevent objects from interfering with the crane as it picks up the buggy. It is hardcoded for use with prop_vehicle_jeep only.
classname to prop_vehicle_jeep using AddOutput. However, if the game is saved/reloaded or the round restarts in multiplayer, the entity will no longer function and will cause crashes.Inputs
- TurnOn
- Turn the magnet on.
- TurnOff
- Turn the magnet off. This will detach anything current stuck to the magnet.
- Toggle
- Toggle the magnet on or off.
Outputs
- OnAttach
- Fired when an entity is grabbed by the magnet.
- OnDetach
- Fired when an entity is released by the magnet.